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[Being a study on the methods and culture of the ancient Necrontyr race]

NECRONS

Chapter Approved Necrons Army List

The Necrons are a biologically dead race that was wiped out in a galaxy wide catastrophe approximately 60 million years ago.  Faced with extinction the Necrons constructed metal bodies as repositories for their hyper-advanced minds.  To weather the impending galactic bio-meltdown the Necrons constructed huge stasis chambers to shelter inside.  They have been there ever since, resting until such time that the galaxy was safe for them to emerge.

Special Rules

1. Necron Weapons

Necrons have four different kinds of Gauss weapon; the Gauss Gun carried by Necron Warriors, larger Gauss Blasters carried by Necron Immortals and the Heavy Gauss Cannon, mounted on Necron Destroyers.  The fourth type of Gauss weapon is the Gauss Grenade.   Unlike most other weapons, Gauss weapons have the ability to 'flay' chunks of metal from even the most heavily armoured vehicles and this gives them a certain amount of penetrating power beyond what might be expected.  To represent this a hit on a vehicle will always score a Glancing Hit on the score of a 6, even if the target's armour value is greater than could normally be penetrated.  Necron Lords carry a Staff of Light - a mysterious short ranged weapon.  Gauss Grenades are used in assaults against vehicles.  Any hit inflicted on the target by a unit equipped with Gauss Grenades will score a Glancing Hit on a D6 roll of a 6 regardless of the vehicle's armour value.  However, as with Krak Grenades and Melta Bombs, only 1 attack can be made per model.  No bonus attacks are added from anything.

2.  Morale

Necrons do have to take Morale Checks normally, but a broken Necron Squad that is assaulted will automatically regroup - the Necrons consider their withdrawl in the light of the immediate danger.  This also applies if the enemy advances after the Necron Unit after breaking them in an assault - the broken Necrons regroup at the end of their Fall Back move, just like Space Marines.  Note that Necrons can still be killed by Crossfire.  They will not be actually destroyed, but will use their internal teleporters to remove themselves from the battlefield before they sustain serious damage.

3.  25% Phase Out

Although Necrons are not affected by panic or disaffection, being for the most part mechanical, they can still recognise a hopeless situation.  Once the number of functioning Necron models is down to 25% or less of the original size of the force, the remainder will automatically phase out using their internal teleporters.  This is the only way to drive away a Necron force - destroy at least 75% of them!

4.  We'll Be Back

If a Necron Warrior, Immortal or Character model should be killed, do not remove it from the tabletop, but lay the model down instead.  The model is out of action but, being a Necron, may get a chance to come back.  At the start of the Necron player's turn, roll a die for each out of action Warrior or Immortal that is within 6" of at least one other 'living' Necron model of the same type.  If there are any out of action Warriors or Immortals that are not within 6", they will automatically phase out - remove them from the battlefield.  The Necron player can also roll a die on behalf of a Lord that is out of action, regardless of whether there are other Necrons near him or not.  Necron models hit by a weapon that autokills (weapons with a Strength that is twice the Necron's Toughness) are totally annihilated and are removed straight away - there is no chance of self-repair.

Score    Result

1-3        Necron is beyond repair.  Remove the model as a casualty.

4-6        Necron rises to its feet to carry on fighting.  It will move immediatly to join the closest unit of the same type, if it is a Warrior or Immortal.  Once the Necron has joined the unit (is within 2" of another unit member), the Necron moves and fights with it - any movement it may have already made is disregarded.

Necron Weapons Summary

Weapon Range Strength AP Notes
Gauss Gun 24" 4 5 Rapid Fire
Gauss Blaster 24" 5 4 Assault 2
Gauss Cannon 36" 6 4 Heavy 3
Staff of Light 12" 5 3 Assault 3

 

HQ

Necron Lord - 85 points

It is unknown whether these powerful Necron Lords are the leaders of the Necron attacks or whether they exist for a more sinister purpose.

NECRON LORD

Profile Pts/Model WS BS S T W I A Ld Sv
Necron Lord 85 4 4 5 5 3 4 3 10 3+

Weapons:  Staff of Light

Special Rules:  Independant Character

 

ELITES

NECRON IMMORTAL

Profile Pts/Model WS BS S T W I A Ld Sv
Necron Immortal 28 4 4 4 5 1 2 1 10 3+

Necron Immortals are heavily armoured, extremely tough Necrons, who carry the terrifying Gauss Blaster weapon.

Squad:  5-10 Necron Immortals

Weapons:  Gauss Blasters

Options:  The entire squad can have Gauss Grenades at a cost of +2 points per model.

 

TROOPS

NECRON WARRIORS

Profile Pts/Model WS BS S T W I A Ld Sv
Necron Warriors 18 4 4 4 4 1 2 1 10 3+

Necron Warriors are super tough robotic killing machines of unknown origin, armed with the deadly and equally mysterious Gauss Gun.

Squad: 5-10 Necron Warriors

Weapons:  Gauss Guns

Options:  The entire squad can have Gauss Grenades at a cost of +2 points per model.

 

FAST ATTACK

NECRON DESTROYER

Profile Pts/Model WS BS S T W I A Ld Sv
Necron Destroyer 50 4 4 4 4(5) 1 2 1 10 3+

Necron raiding forces are accompanied by swarms of aerial attack vehicles, or Destroyers.

Squad:  3-5 Necron Destroyers

Weapons:  Gauss Cannon

Options:  Up to one Destroyer per squad may upgrade its Gauss Cannon to a Heavy Gauss Cannon at +10 points.  Range 36", S9, AP3, Heavy 1.   All the normal Gauss rules apply.

Special Rules:  Destroyers are the equivalent of Jet Bikes and follow all the normal rules.  If a Destroyer goes out of action, it cannot return.   However, its rider may make the roll, so long as he is within 6" of a Necron Warrior unit.  Otherwise, follow the I'll Be Back Rules as normal.

SCARABS

Profile Pts/Model WS BS S T W I A Ld Sv
Scarabs 6 4 0 3 3 1 2 1 10 3+

Necron Raids include large numbers of small bettle-like robots, dubbed Scarabs by the Imperial Guard.  These Scarabs latch themselves onto enemy machines before self destructing in spectacular explosions.

Squad:  3-5 Scarabs

Special Rules:  Scarabs move and fight in the same way as Jet Bikes, though they do not get a +1 Toughness bonus.  Instead of attacking in close combat, a Scarab can self destruct instead.  This causes one automatic hit on each target in base contact at Strength 3 an AP2.  Against vehicles this causes 3+2D6 Penetration.  The Scarab is destroyed by this and cannot save or roll to repair.

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